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path: root/modules/gltf/editor_scene_importer_gltf.cpp
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* Modules: Don't build editor-specific classes in templatesRémi Verschelde2022-03-281-73/+0
| | | | | They're moved to an `editor` subfolder so that we can easily handle them separately.
* Merge pull request #56479 from V-Sekai/import-optionsRémi Verschelde2022-01-051-2/+2
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| * options dict is now passed to _import_scene.K. S. Ernest (iFire) Lee2022-01-051-2/+2
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* | Merge pull request #52541 from V-Sekai/gltf-load-scene-bufferK. S. Ernest (iFire) Lee2022-01-041-1/+9
|\ \ | |/ |/| Add gltf import buffer.
| * Add import glb from bufferK. S. Ernest (iFire) Lee2022-01-041-1/+9
| | | | | | | | | | | | | | Split functions from gltf document import and export into six functions. Use base path to allow two code paths based on an empty base path or a full base path. Add uri decode in _parse_buffers.
* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Add scene Post-Import Plugin support.reduz2021-10-151-4/+4
| | | | | | | * New plugin system to control the whole import workflow * Can add options and run code at every import step (general, per node, mesh, animation, material etc.) This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
* GLTF for game templates.K. S. Ernest (iFire) Lee2021-10-031-0/+3
| | | | | | | | | | | | | Convert GLTF Document to use ImporterMeshInstance3D. Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d. Use GLTF module when the editor tools are disabled. Modified the render server to be less restrictive on matching blend arrays and have more logging. Misc bugs with multimesh. Always index the meshes.
* Remove packed scene gltfK. S. Ernest (iFire) Lee2021-09-101-114/+3
| | | We determined through discussion that composing the packed scene from a node tree was a better design because it removed duplication of code.
* Misc cleanup of header includesRémi Verschelde2021-07-151-15/+7
| | | | | Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-6/+6
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* Consolidate JSON, JSONParseResults and JSONParser into JSONMarcel Admiraal2021-06-191-1/+0
| | | | | Renames JSON.parse_string() to parse() Renames JSON.decode_data() to stringify()
* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Improved 3D Scene ImporterJuan Linietsky2021-03-221-1/+3
| | | | | | | | | | | | * Added option for importers to show an Advanced settings dialog * Created advanced settings dialog for Scene Importer * Cleaned up importers (remove many old/unused options) * Added the ability to customize every node, material, mesh and animation individually * Saving to animations and meshes to files is now a manual process, making it more predictable * Added the ability for materials to be replaced by external files (or to be made external, up to you). * When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it. WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Add exporting glTF2.K. S. Ernest (iFire) Lee2020-12-221-0/+180
* Support KHR_texture_transform. * Support exporting glTF2 * Support exporting instanced scenes * Extract into a gltf state and gltf document * Add a tools menu for exporting gltf2